Forum Replies Created

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  • Brian Jones

    September 30, 2017 at 12:14 am in reply to: High-Res Texture Showing Blurred in Camera View

    it doesn’t look like a deficiency in the texture but more like you need to increase the antialiasing settings

  • Brian Jones

    September 29, 2017 at 3:03 pm in reply to: Artefacts rendering video in material

    hard to tell without the file(s) to see what the setup is

  • Brian Jones

    September 29, 2017 at 3:02 pm in reply to: how to make a chain pulled across skin

    you can use Proximal in the Displacement channel to dent the skin

  • Brian Jones

    September 28, 2017 at 5:01 pm in reply to: Wrapping and Deformation Technique

    Shrink Wrap is probably your best bet in combo with the bend but shrink wrap was meant to work with hollow objects, I think. The thickness causes the jaggies you are seeing. If you use that spline in a Loft with the bend and a shrink-wrap it should work, depends on whether the thickness really needs to be seen…

  • if you want the fade to go all the way to the end of the (sign?) you’d have to drop the first black node in the gradient. If it’s that you want it to fade there but not in such a straight line, with that many hairs (a little hard to tell without the actual file) maybe some turbulence to the gradient or perhaps you need a gradient in Density (and or Transparency etc etc) as well

  • Brian Jones

    September 24, 2017 at 4:40 am in reply to: Mechanical “snake like chain” animation

    It depends on how close you are to the object and what ‘sins’ you can hide with speed.
    Are you running that as children of one of the parts (like the earlier thread) or something else now? With a child based object you can do a spline wrap but that will bend the objects with the spline (so it depends on how close the camera is and how fast the anim is and how tight the bends of the spline are).
    I think there are other solutions but the simplest might be to make all the objects separate (for the follow the spline part) make sure their center is in the right place and have them all follow the spline with their own Align to Spline tag – but each with their own offset so they stay spaced correctly, the spline probably will need to be Uniform Intermediate Points.
    – perfect alignment where the objects meet will depend on spline bend so once again, how much bend, how close is the camera, how fast is the shot etc?
    Maybe a joint/bone chain spline wrapped, I’d have to test. Here’s some examples but I’m sure this is not the only way just a couple ways.

    11708_flangedcuffsplinealign.c4d.zip

  • Brian Jones

    September 22, 2017 at 9:07 pm in reply to: Scale don’t work

    you have Enable Axis turned on (shortcut is L) it’s the L shaped arrow button above the Mouse icon on the left hand side – it allows you to move the axis relative to selected points/faces etc (instead of the default centered). turn that off and the Scale will work normally

  • Brian Jones

    September 18, 2017 at 10:18 pm in reply to: Rendering to picture view issues

    the emitters have Birthrate Editor and Birthrate Renderer (for faster editor performance when there are way too many particles but numbers don’t matter so much as here). Increase Birthrate Renderer to match the viewport numbers.

  • Brian Jones

    September 16, 2017 at 9:06 pm in reply to: one object move base on other surface.

    what C4D do you have? With Dynamics (if you have it) you can do this.

    11692_camvalvetrial.c4d.zip

  • Brian Jones

    September 16, 2017 at 8:11 pm in reply to: Splitting sphere cuts off reflection

    the sphere is going to pop open at some point? Use a complete sphere until you need it to open then swap to the opening sphere when the time comes (just use Visible in Render, Visible in Editor).
    Or you could use a hemisphere and put in into a Symmetry object with Weld Points on (which is the default) which will make it smooth. But then your ‘opening’ would be symmetrical too

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